userConnacancel

4,207 Commits over 1,157 Days - 0.15cph!

1 Year Ago
Simplified some naming so that InventoryContainer and InventoryItem both just have Parent
1 Year Ago
Inventory containers are no longer required to have a parent entity. Inventory containers can have an optional parent item. Items can now control whether or not they register their own child containers. This is useful because now weapons can now have their own "inventory" to store attachments. Updated all inventory UIs to support selecting an item and showing any child containers.
1 Year Ago
Less spacing between inventory slots and reduce the border radius by half
1 Year Ago
Added TemperatureModifier to ArmorResource & ArmorItem and appropriately adjust the player's temperature based on what they are wearing Extended the equipment inventory to support a new armor type: Feet. Added Army Boots, Black Hoodie and Cargo Pants as available items
1 Year Ago
Added a hover loot feature (hold Ctrl and hover over items in a container to add them to a transfer queue to be transferred to their transfer target container) Completed refactored InventoryContainer to support derived types and custom serialization Some tidy up around InventoryContainer Refactored item tag system to be a hash set of strings and can be set on the game resource. Item tag display info for tooltips etc can be registered with ItemTag.Register this stuff will be used for inventory container item filtering Completely remove hardcoded equipment check and add a new whitelist and blacklist item tag filter to inventory containers (client + server) show an invalid drag if trying to drag into a container that disallows the item Merge branch 'main' of sbox-forsaken
1 Year Ago
Added Thoughts and some generic thoughts for invalid placement of construction pieces and deployables https://files.facepunch.com/conna/1b2211b1/sbox-dev_3TTHzT5GR3.mp4
1 Year Ago
Some tweaks to the campfire
1 Year Ago
Updated font to Vollkorn for Cursor title and action names
1 Year Ago
Added a dynamic light to the campfire that flickers and moves around for a cool effect
1 Year Ago
Added SetRadialGradientBackground PanelStyle extension method Add ForsakenPlayer.GetChatRecipients Added opacity transitions for Backpack, Hotbar, Storage and ToolboxMenu Fix Draggable selecting IDroppable panels that aren't visible Added glow background to InventorySlot and use a radial gradient Added a chatbox with support for system messages Merge branch 'main' of sbox-forsaken
1 Year Ago
Add a default muzzle flash effect to the MP5A4
1 Year Ago
Temporarily fix parse ordering error by using °
1 Year Ago
Refactored context actions to use a simple class with ids instead of a bunch of classes Use ??= for internal environment in TimeController Reduce size of campfire by ~50% Support new context action stuff in player, make cursor movement less frame dependent, and simulate deployable placement in FrameSimulate Update Storage Crate and Item Entity to new context action stuff Add the first version of the deployable campfire (cooking UI to come later)
1 Year Ago
Some alternative styling to tooltips, draggables and inventory slots to better match the theme Added TimeGradient<T>, ColorGradient and FloatGradient to TimeController and added TimeSystem.Temperature Remove unused properties from MoveController Added networked temperature to the player (for now this just gets set to the ambient temperature) Added a simple (temporary) vitals display to show health, stamina and temperature Merge branch 'main' of sbox-forsaken
1 Year Ago
Update InventorySlot styling
1 Year Ago
Added campfire model and Vollkorn font and resource paths
1 Year Ago
Added a command to throw an item from a container Add `item` tag to ItemEntity entities and show stack size in the context name PickupAction now works with ItemEntity entities as well as storage crates Reverse FindDroppable loop in Draggable class Make Backpack and Storage panels droppable and, when items are dropped onto the background, throw the items out of the container in that direction
1 Year Ago
Ensure that stack sizes of given items (from command, or by cancelling a crafting entry) properly respect an item's max stack size value
1 Year Ago
Added CraftingTime to RecipeResource (the amount of time it takes to craft in seconds) Added CraftingQueueEntry networkable type Added a networked crafting queue (CraftingQueueEntry) and various methods to add or cancel entries for crafting Updated bolt recipe to have a crafting time of 2 seconds
1 Year Ago
Use Color cast for hex colors in ItemColors class
1 Year Ago
Add an intro transition to the custom tooltips
1 Year Ago
Make sure custom tooltip uses correct styling for Core Wars
1 Year Ago
Various compile fixes for Core Wars and bring it up to date
1 Year Ago
Update voxels submodule
1 Year Ago
Remove unused semi-colon
1 Year Ago
Use new FinalLayoutChildren overload Merge branch 'main' of sbox-corewars
1 Year Ago
Use new FinalLayoutChildren overload
1 Year Ago
Add some placeholder resource icons Remove unused baseball cap icon Increase draggable icon size Fix radial menu and custom tooltip to use new FinalLayoutChildren overload Add some fundamental material item types Add methods for getting total item count in inventory (sum of stack sizes) and HasItems and TakeItems these will be used for crafting
1 Year Ago
Added guard for ResourceLibrary being null (seems to happen sometimes in menu, even with a Host.IsMenu check?) Added StackSize and some documentation to RecipeResource
1 Year Ago
Clear background image if setting to a missing/invalid image Add Package.FindAsync (new api) replaces Package.Query Only compile runtime local addons if they need compiling Load runtime addon resources on activate (so sounds work etc) Add active property to button Don't render game ui in VR, it showing was a regression from render hooks. We can revisit this if we end up doing a separate desktop view for VR games Added PhysicsBody.SurfaceMaterial, deprecated SetSurface/GetDominantSurface Obsolete Entity.IsFollowingEntity & FollowedEntity Documentation & cleanups Launcher: when adding local game config, append game ident with #local, fixes not loading into the correct games ScenePortal docs Entity bone methods throw on out of bounds input Updated the Project Page to use game selectors for Game Support, Parent Game and Target Game instead of having to manually enter semi-colon separated values Merge branch 'master' into custom-client-input Ensure custom selector properties are reset when new project is selected + fix for QWidget error if Update is called at end of async FetchPackages method but widget is no longer valid Merge branch 'master' into custom-client-input Menu is allowed to access engine convars - unfucks all the settings menus Use TryGetMeta instead of being a nob Merge branch 'master' of github.com:Facepunch/sbox Merge branch 'master' into custom-client-input
1 Year Ago
Use TryGetMeta instead of being a nob Merge branch 'master' of github.com:Facepunch/sbox
1 Year Ago
Ensure custom selector properties are reset when new project is selected + fix for QWidget error if Update is called at end of async FetchPackages method but widget is no longer valid
1 Year Ago
Updated the Project Page to use game selectors for Game Support, Parent Game and Target Game instead of having to manually enter semi-colon separated values
1 Year Ago
Add Client.IsFriend Fix compiler not finding runtime game dll when compiling runtime addon Can get TypeDescription by fullname (namespace.typename) Runtime addons can define their primary class Fixed codegen removing all namespaces in generated files This is primarily for property initializers Properly fix codegen removing all namespaces Load System.Security.Cryptography.Algorithms.dll, System.Security.Cryptography.Primitives.dll - and whitelist System.Security.Cryptography System.Net.WebSockets for tool addons Greatly increase depth precision for world, fix decals in VR, don't do viewmodel offsetting at all on VR Fix Undefined Behaviour In Tiled Rendering vr: make debugoverlay work on right-eye again, don't constantly change render target to swapchain vr: debugoverlay behaves properly for multiview instancing now too Outfit Reskins Variations + LODs Update shaders with adjustments for tiled rendering projected decal shader: adjust the instance id under multiview instancing so it actually appears in the right eye - decal space position still seems off though Release shader for projected decals Get rid of anaglyph and parallel stereo rendering modes r_stereo_multiview_instancing: default 1, same as VR Add Debug menu options for stereo rendering to the editor ( easy way to see if your game renders properly in VR ) Local packages untangled from remote packages Local packages now end in #local and are completely separate from remote packages. This means you don't have to disable your game project to test the published version. It also means your launch configs are now broken. To fix just go in the config for each one and set them back up. I've updated the Game list page to razor so we could have the local game tab. Don't bother with multiview instancing unless we explicitely want it, previous behaviour was to always ignore it even when we wanted it, fixes decals and other stuff in VR Fix r_stereo_multiview_instancing affecting non stereo rendering projected decals: small compile fix for shader Clothing Texture Variations + Makeup Merge branch 'master' of sbox release shaders for projected decals - should fully behave in VR now Update sentry-native 0.5.2, add Crashpad WER handler which bypasses SEH to handle __fastfail and stack buffer overrun crashes vr: particle renderer don't initialize 4x vbos for instancing, only need 2x vr: fix cables renderer adjusting the transform id the wrong way, cables will render in right eye again Launcher: first draft for selecting addons for game configurations https://files.facepunch.com/devultj/1b1611b1/sbox_pbcF7SRE4R.mp4 Less debug spam Switch to new find/get api endpoints Don't use localhost api - I knew I was gonna do this eventually Unfuck VR culling frustum which was causing scene objects to get rejected thinking they were only visible on 0.1% of the screen vr: don't transform hand's angular velocity to anchored pose, it's not something you want or expect to be affected by it Fix Panel.OnParametersSet getting called twice Hammer: Try to guess static overlay projection distance from scaling more crash fix for when m_pInterpolatedBoneTransformWeights is nullptr, missed checking the src vr: controller poses scale properly with VR.Scale now, so your hands are where you expect them Add GetName & Count to MorphCollection Extra info for ModelEntity.SetMaterialOverride overlaods Fix incorrect blending on spritecard, makes render scene test pass Fix tags not going to the datatable on client only entities, stopping collisions and traces working properly adjusted bird_spikes size to be grid size+ LOD tweak tweaked bird_spikes LOD2 tweak ad board to have the glass on the grid and reduce z-fight on LODs Sprite card compiled shader with fixes https://i.imgur.com/B1O3Eqc.png Revert "Sprite card compiled shader with fixes" This reverts commit ed5cfdcc2bd94d525dc48e55373bad7f0889747f. Fix typo on spritecard We only need to rebuild the panel's box if yoga or our parent position changed Add checker for HasNewLayout Don't try to cache null packages Fix transitions causing recursive selector checks Speed up HasClasses Refactor Panel system so PreLayout only recurses when it really really needs to Only call FinalLayout if we need to https://files.facepunch.com/garry/8df37b66-e43c-4c46-9123-022f6888b7e7.png Fix backwards compatibility Fix exception with "say" on dedicated servers vr: controllers linear velocity affected by VR.Scale too RenderHook works in VR as you'd expect without needing to do anything, passing the multiview instancing combo as expected ( doesn't fuck up through monitors either too ) Viewmodels can multiview instance, not really useful but less annoying in debug Merge branch 'master' into custom-client-input
1 Year Ago
Immediately set the viewer's container when Storage.Open is called server-side
1 Year Ago
Added InventoryViewer component. Add this component to Client when they join. Add InventoryContainer.GetRecipients to concatenate the connections list with any explicit viewers. Update viewer based on currently open storage input from client.
1 Year Ago
Don't do anything in ItemResource.PostLoad or PostReload if we're in the menu Added Equipment to the Storage UI so players can drag items in and out of their equipment from/to the storage container
1 Year Ago
Fixed usage of TypeLibrary.Create being wrong
1 Year Ago
Removed ResourceItem.FromResource because now it can just be done by unique id with item definitions
1 Year Ago
Crate ->StorageCrate Remove redundant BaseballCapItem definition Added InventorySystem.ReloadDefinitions, Initialize, AddDefinition and GetDefinition Remove ClassName in favor of UniqueId Move resource items to inventory folder and add ItemClassAttribute. Have ResourceItem implement IResourceItem Initialize InventorySystem in game class Send unique id instead of class name Added RecipeResource (game resource) Set ItemClass attributes on each of the current 3 item game resources (ammo, armor, weapon) Properly load game resources when creating items from a unique id. Whether item is a game resource or a class Update all existing items and add first recipe: bolt
1 Year Ago
Added InventoryItem.IsCraftable / RequiredItems Added support to ItemResource for a dictionary of required items (id=> quantity) Have the bolt require 10 wood and 5 stone to craft this will be the first craftable item to test
1 Year Ago
Added icons for open + pickup and show a plus icon when there are available secondary actions
1 Year Ago
Added InventoryContainer.IsEmpty and only allowing pickup on storage crates if they're empty
1 Year Ago
StructureSelector -> ToolboxMenu Grey out any unavailable context actions from the menu
1 Year Ago
Order structures in radial menu by title Some refactoring to have GetSecondaryActions return IEnumerable<ContextAction>
1 Year Ago
Add Dialog separate to IDialog Update to use Dialog + add Storage.Network for simple opening API Some tidy up and add client input for currently open storage. Use this add/remove connections during simulate
1 Year Ago
Support extra types
1 Year Ago
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1 Year Ago
Some cleanup. Implement test pickup/open actions. For now check if dialog is open before simulating context actions.
1 Year Ago
Added support for secondary actions (hold down to open)